Hi,
there is a tool out which rename the files in seconds.
Hi,
there is a tool out which rename the files in seconds.
Out of interest is this issue the same for bgl files being named the same like objects.bgl if so is it just a case of changing the bgl name then going into the Layout.json file and changing the lines to match the new objects.bgl file name?
I have a few just called objects,bgl though havenāt had one person say they have an issue with any of my add-ons regarding this. Just had one person comment are you aware about using generic names for objects.bgl files. Havenāt seen it officially posted anywhere.
@ScruffyDuckJon is there any official word out there for what is and isnāt acceptable for the naming of files and folders and if not can somebody ask Asobo or whoever is responsible to give us something official, it would benefit alot of people to have official word so problems are reduced.
If there is something official can we have a link please.
Not sure that there is . I use folder names based on the examples that come with the SDK, There are file naming conventions and the in sim tools will offer a tooltip about it. The compiler also complains about naming conventions.
Not sure if this is correct because the root folder scenery/ and folder for the objects/models have their own subfolder like: scenery/Asobo/library or scenery/Gaya/library. It looks like it has another conflict happening in some cases.
You can see the VFS:// folder layout in the Virtual File System in devtools. It would else crash all the time due to conflicts and that doesnāt happen. > same guids perhaps on objects..
Iām a bit confused, I donāt know why everyoneās using the scenery\world( or global)\scenery path but if you have Art assets and build the package the resulting bgl is automatically called modelLib.bgl
many thanks for this.
it saved me a lot of headaches with my mods on flightsim.to
all updated and re uploaded in no time.
cheers
The documentation on the folder structures and how the sim load the sceneries have been lacking for a long time. All examples that is included in the SDK are incorrectly configured like that and most tutorials youāll find repeat the same error in lack of a better understanding.
I also did this in the beginning but all my sceneries are updated to behave correctly now. Iāve also created my own updated sample project that I use for new projects I start. I think anyone that plan to make multiple sceneries over time should invest 15 minutes in setting up their own template instead of using the SDK samples.
So do I understand it correctly that either the name of the scenery (from myairport to uniqueairport-blabla) or the path to the BGL files should be changed?
I also have doubts.
Iām kind of a hoarder and tend to fill up my Community folder with hundreds of sceneries and have not yet encountered any CTDs or other issues with addons. And Iām pretty sure many of my installed addons have these default path and file names. Same with renaming the scenery folders in the Community folder (used to do it to have a searchable system among all the random sceneries, because devs tend to give absolutely bs names of their sceneries). FS does not give a ā ā ā ā about folder names either, it can be whatever.
Would this perhaps cause CTD on approach?
Would you mind sharing your custom sample project?
Is there anyway to define the modellib.bgl filename in the sim?
Keeping this active. The only way Iāve found to do it is to manually change the file name and the layout.jsonā¦
If you rename the library folder in PackageSources to something more appropriate, and edit the PackageDefinitions xml file, then rebuilding will create a BGL file with this name.
OK, just to be clear for us technically clueless?
AddonName/scenery/global/scenery/modelLib.BGL is a problem.
AddonName/scenery/global/modelLib.BGL is OK?
AddonName/scenery/Microsoft/modelLib.BGL is OK
AddonName/scenery/global/scenery/AddonName_modelLib.BGL is OK??
Well sort of.
You can manually change the file name and then run one of the json updater utilities you can download.
If the modelLib.BGL is identical in every addon it will be fine.
If they are different it is possible the first one the game comes across will be loaded and some addons will get the wrong assets.
Has anything official ever come out about this, though personally have lots of add-ons with Just ModelLib.bgl and have less than a handfull of sim CTDās since release. Surely by now they would have added something in the SDk docs by now explaining how to change it.
What are peopleās experiences with ModelLibChanger?? I only rarely get a CTD, but I have tons of random addons and Iād like to feel confident they are not causing problems.
But when I run ModelLibChanger 0.9.4.1 it list a lot of āfile count differenceā and seems like itās going to rebuild the json files for a lot of add on that are from credible devs and I have no reason to think are a problem. I only want to fix the modelLib.bgl issues. This app give no option about which to fix or not? I donāt like making changes I donāt understand nor think I need. I have backed up my entire 40+ GB community folder, but I still donāt want to deal with cleaning a mess up if this āexperimentalā utility messes up countless add ons that are not giving me any troubles as far as I know?